Actually, any graphics related to the main battle screen (esp. units and tiles) that I can get my hands on would be very nice. I'm currently using 16x16 sprites for the tiles and units (this could be changed, and I'm going to try to allow scaling). The way I'm going to code it doesn't allow sprites that are too wide, but allows sprites that are too tall (HQ, Cities, etc.). Sprites that are too small are less useful too (I use the 16x16 dimensions to align things).

I think need to figure out how the Graphics2D class works to do a few important things: transparency/translucency, scaling, and palette modification. I'll figure that out soon.

EDIT: never mind. but when they updated the java.sun site, they could've updated the tutorial as well

Nope, they couldn't. This was used in my CS class for fall semester last year. Sort of hard and useless to update

Sorry you seem to have trouble. Not to worry people, the real versions to be played will be easy "double-click to use" applications. This is still in the framework stage, so it isn't on our priority list right now to do that yet. Well, it is, but as you can see, it's quite low.

Confidential list of priorities wrote:

...20065. Tamper with Xen's version of Custom War's, making everything unbalenced 20066. Make sure that the snakes don't learn of our plan of world domination.20067. Make CW user-friendly.

_________________That is not dead which can eternal lie
And with strange aeons even death may die.

20066. Make sure that the snakes don't learn of our plan of world domination.

If they're on a plane already, it might be too late.

I downloaded the Netbeans compiler and the development version of Java, and recompiled it. It works, but the graphics aren't showing up for some reason, and it doesn't seem to be detecting the damage table. Besides that, though, it works. Good job!

_________________~Blue Moon Campaign Designer~
Credit to Fighter_Dedede for the banner.
"Golly great geishas, Kanbei! The enemy's advancing like mold on bread!" ~Kosheh
Indeed. The fact I actually know someone who wrote Sailor Moon Cannibal Slash proves this point. ~Xenesis

I downloaded the Netbeans compiler and the development version of Java, and recompiled it. It works, but the graphics aren't showing up for some reason, and it doesn't seem to be detecting the damage table. Besides that, though, it works. Good job!

This seems to be a common problem. It means the files aren't in your working directory (with your .class files). There are 2 quick and dirty ways to solve it:
1. put the data files in your working directory (for netbeans, the project folder under build\classes\)
or
2. change the line File f = new File("image.png"); to File f = new File("C:\\place\\I\\keep\\the\\files\","image.png"); wherever it appears (currently in BattleScreen and BaseDMG)

I just found a better way. It turns out that NetBeans automatically .jar's the binaries after every build. You can just unzip this to a directory and run the jar file (on my computer I just double click it, some of you may need to run: java -jar "Custom_wars.jar").
[NO LONGER AVAILABLE]

I did some more work since last time. Notably, I added classes that load the graphics for the units and terrain. You can actually see things properly now! Here are the sources for those of you who are interested:
[NO LONGER AVAILABLE]

[edit]
screenshot:

[edit]
For those of you who don't know yet:
No mouse support
Keys
w-up
a-left
s-down
d-right
m-menu
enter-action key (A button in AW)

Last edited by urusan on Sat Aug 12, 2006 3:18 am, edited 4 times in total.

Yup, pretty much. Either that or if we stop using the Scanner class. That might be possible, since it's just a matter of convenience. However:
1. This is a low priority
2. We might start using other similar classes in the future

Alpha08 is ready
Sources:
[NO LONGER AVAILABLE]
JAR:
[NO LONGER AVAILABLE]
Screenshot:
This time you can use large maps and scroll around. I tried a 200x300 map on an older version, and it slowed the computer terribly. I rewrote the draw code to only draw things in the window, and now it runs smoothly on any size map.

Last edited by urusan on Sat Aug 12, 2006 3:18 am, edited 2 times in total.

It's looking good, with movement costs working aswell. Have you made any progress with why the artillery is countering? It's odd because it's out of the artillery's range aswell. I don't know how it's coded, but it could be that counters are defined as counterattacking when a unit is directly next to it only if the unit can attack it perhaps? Coz an artillery can attack an infantry, so the game could be thinking, "that infantry is attacking me directly, and I can attack infantry, so I shall counter," which would disregard range.

MG found where the counterattack problem was. It turned out that he had fixed it earlier, and I accidentally reintroduced it while trying to cut down on code. It's been fixed, and the next release will have the fix.

How to Run CW Alpha in 3 easy steps:
1. If you have Windows, download Java here: http://www.java.com/en/download/windows_xpi.jspif you don't have windows, find the right version on http://www.java.com/2. Unzip this zip to a directory:
[NO LONGER AVAILABLE]
make sure the images and .txt files are in the same directory as the .jar
3. Double click on Custom_Wars.jar
If double clicking doesn't work: open the command prompt, go to the directory , and type: java -jar Custom_Wars.jar

Last edited by urusan on Sat Aug 12, 2006 3:19 am, edited 1 time in total.

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